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Notes

State resistances from DS2's components.gas. I want to give monsters a buff, because players will also be given a buff. They should be immune to certain states such as freeze to make them more challenging. Creatures in cold biomes should be immune to freeze with cold resistance. Mini bosses generally should have lots of state resistances and resistances. There are probably more state resistances in DS2 BW that I need to check.

[state_resistances]
{
freeze = 0.5; // Resistance to anything that freezes the actor in place. ( Ice themed )
ignite = 1.0; // Fire resistance to Ignite passive skill
immobilize = 1.0; // Root resistance
stun = 1.0; // Stun resistance
silence = 1.0; // Silence resistance
slow = 1.0; // Slow resistance.
knockback = 1.0; // Resistance to knockback
slide = 1.0; // Resistance to being slid
death_event = 1.0; // Resistance to the affects of the death event controller.
fear = 1.0; // Resistance to fear.
taunt = 1.0; // Resistance to being taunted.

power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage.
corpse_transmute = 0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant.
}

Types of resistances from components.gas:

// Resistances

internal* = resistances;
/*
the "resistances" block contains all resistances/vulnerabilities a particular actor may possess. Vulnerabilities
are essentially negative resistances.

Here are all the resistance "damage types" (DMT_) you may use to set resistances for:

// Specific types
dmt_melee
dmt_ranged
dmt_lightning
dmt_ice
dmt_fire
dmt_death
dmt_non_elemental

// General types
dmt_physical
dmt_elemental
dmt_magical

All resistances are in the range of 0.0 being 0% to however high you want to go ( 0.4 = 40%, 2.0 = 200%, -0.5 = -50% )
You can use formulas to determine what the resistances are! example: dmt_physical = #is_easy ? 0.5 : 1;

format:

[resistances]
{
dmt_physical = 0.5;
dmt_ice = 1.0;
dmt_fire = 1.5;
dmt_death = -100.0;
}

So in the above example, this actor would:
+ Absorb 50% of all physical damage
+ Be immune to ice damage
+ Fire damage would heal the actor +50% of what the damage was
+ Death damage would totally kick this actor's butt.
*/

I'm not sure what uses dmt_non_elemental in DS2.

Ornaments:

internal* = ornaments;
/*
DS 2.0 feature

The "ornaments" component allows additional ornament meshes to be attached to an underlying mesh

format:
[ornaments]
{
attachmesh = spikes001,b_i_spikes;
attachmesh = fins001,b_w_swords;
}
*/

internal* = armor_ornaments;
/*
DS 2.0 feature

The "armor_ornaments" component allows additional ornament meshes FOR ARMOR ONLY. The name is built
from the information about the armor (armor_version and armor_race).

format:
[armor_ornaments]
{
* = type02_shoulder_02; // m_c_[armor_version]_orn_[armor_race]_type02_shoulder_02
}
*/

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